Case File · ERUDITA REBOOT · Erasmus+ KA220-HED
REBOOT · ERASMUS+ KA220-HED · PROJECT NO. 2025-1-CY01 · ERUDITA CASE ON FILE
Podcast & Game Design Dossier

Erudita

The drama, the suspense, and the values inside a game about a lace, a lie, and the women who paid for it.

→ Explore the full ERUDITA archive at ivetagr.org/erudita
Three readings of one story Peniche · Estado Novo · UNESCO nomination
Exhibit A / 03 — The Foundation's Façade

The Drama
of the Game

ERUDITA is not only the name of the game. It is the name of the bobbin lace at the center of the crime.

EXH. 00DU_00, "The Guardian of the Archive"
EXH. 00bDU_02, "The Price of Silence"

Two earlier readings from the same Podcast series — the archive that guards ERUDITA's records, and the silence that protected them.

The Cultural Façade

For decades, the Esteves Foundation presented itself as a protector of culture in Peniche. It supported local families, promoted bobbin lace and built a public reputation based on heritage, social responsibility and continuity. The Foundation appeared to safeguard a tradition that depended on the work of women across several generations.

This public image concealed the true purpose of its support. During the Estado Novo, the Foundation encouraged daughters and granddaughters of local families to produce a particular form of bobbin lace known as ERUDITA. The women believed they were preserving a cultural tradition and contributing to their households' survival. They did not know that the patterns had been transformed into a coded reporting system.

The code hidden in an ERUDITA piece could identify a person, a family connection, a location, or a suspicion of opposition to the regime. By producing the lace, the women were unknowingly transmitting information about their own family members. A completed piece could become an accusation without the maker understanding what she had communicated.

EXH. 01Francisco Esteves, heir to the Esteves Foundation — DU_01, "The Reception"

The Foundation used the daughters and granddaughters of the people it intended to report on. Their knowledge, labor, and trust were converted into an instrument of repression. They were not collaborators. They were innocent participants in a mechanism designed to conceal responsibility. Information extracted from the lace was used against relatives, who could then be questioned, arrested, imprisoned, disappeared, or killed.

The central hypocrisy of the Foundation lies here: it claimed to protect families while using their own daughters and granddaughters to expose them. It celebrated the lace as heritage while the same lace was being used to damage the people who sustained it.

The Hidden Truth Returns

The drama of the game begins when fragments of this hidden system start to connect. Sofia, Daniel, Marta, Rui, Isabel, and Tomás are linked to the Foundation in different roles. Some are connected to victims. Others are connected to benefit, silence, public legitimacy, or collaboration. Tomás is the Saboteur, whose role is to obstruct a common understanding of the evidence and protect the interests tied to the official version of the story.

None of the six characters begins with the complete truth. Each carries only one fragment: a document, a memory, a suspicious payment, an incomplete prison record, a family testimony, a public statement, or a silence that was never explained. Alone, each fragment can be dismissed. Together, they begin to reveal the system used by the Foundation.

The Oracle has no responsibility for the crime and does not decide what the players should believe. It functions as the guardian of the archive. It retrieves records, identifies connections, and answers questions when asked. The responsibility belongs to the Foundation that created the system, to those who knowingly protected it, and to the people who must now decide what to do with the truth.

The Six Positions Inside the Story

Sofia

Must confront the role she played in reinforcing the Foundation's public credibility. She did not know the Foundation's full criminal purpose, but once the evidence appears, she must face the possibility that her work helped protect the façade behind which the reporting system operated.

Daniel

Searches for the truth about his father. He grew up believing that his father had gone to France. Daniel represents the families whose losses were reduced to an administrative trace and whose private history was shaped by silence.

Marta

Carries a Foundation Funding Certificate connected to her father. The document proves that her family received a benefit, but it does not prove why. Her conflict lies in deciding whether she is willing to investigate the source of a benefit that helped her own family.

Rui

Represents those who suspected that something was wrong and remained silent. His position raises the question of when fear and uncertainty cease to excuse silence and begin to sustain a crime.

Isabel

Carries part of the affected families' history. Through her, the investigation must recognize that the women who made ERUDITA were used by the Foundation to accuse people they loved without knowing what the lace communicated.

Tomás, the Saboteur

Works to prevent the fragments from becoming a shared conclusion. He only needs to keep the evidence separated, emphasize every uncertainty, and persuade the others that the truth is too incomplete, too damaging, or too dangerous to make public.

EXH. 02Dra. Catarina Vas and Captain Costa — DU_01, "The Reception"

How the Drama Develops

1Individual

The Human Players support the six virtual characters but do not become them. Each player understands the case through the needs of one character: a missing father, a suspicious benefit, a misleading public narrative, an inherited family wound, a silence, or an attempt to protect the Foundation.

2Pair encounters

Changes that alter the meaning of the evidence. One character's document may explain another character's loss. The players begin to see that the separate stories were produced by the same structure.

3Trio encounters

Creates the moral conflict. The participants must move beyond what happened to one family and consider what the Foundation did as an institution. Tomás uses the differences between positions to prevent agreement.

4The final gathering

Brings together the six perspectives and the accumulated evidence. The repeated pattern is the evidence: the Foundation commissioned ERUDITA pieces, the patterns carried coded information, the makers' relatives were identified, and repression followed.

The UNESCO Conflict

The hidden history becomes urgent because ERUDITA is under consideration for a UNESCO nomination. The nomination could recognize the women's skill, the value of the lace, and the continuity of the tradition. It could also reproduce the official narrative in which the Esteves Foundation appears as the institution that protected and preserved ERUDITA.

Supporting the nomination without changes would preserve the Foundation's façade. Rejecting it would deny recognition to the women whose work the Foundation exploited. Suspending it would make recognition contingent on investigation. Transforming it would allow ERUDITA to be recognized through a truthful account that removes the Foundation from the position of heroic protector and places the women, the victims, and the manipulation of the code at the center of the heritage narrative.

"The same hands that preserved the family tradition could unknowingly provide the code used to imprison or destroy a family member."

The Drama of ERUDITA

The drama is not simply that the Foundation collaborated with the Estado Novo. It is that the Foundation designed a system in which innocent women participated in the accusation of their own families without knowing it. Every ERUDITA piece carried the possibility that an act of cultural preservation was also an act of reporting.

When the truth is discovered, the characters and their Human Players must decide what position they will take. Will they expose the full history even if it damages the nomination? Will they protect the heritage while concealing how it was used? The game does not end when the criminal mechanism is understood. It ends when the players decide what should be done with that knowledge.

ERUDITA is constructed through suspense rather than immediate revelation. The game does not disclose the Esteves Foundation's complete criminal system at the beginning. It gives each Human Player a fragment: a damaged record, a family memory, a financial benefit, a silence, a disappearance or a piece of ERUDITA bobbin lace whose real function is still unclear.

The players understand early that something is wrong, but they do not yet know how the parts are connected. ERUDITA therefore uses the same principle that makes suspense more powerful than surprise: the danger is already present, but its meaning has not yet been fully revealed.

The central crime is gradually uncovered. During the Estado Novo, the Esteves Foundation supported daughters and granddaughters of targeted families to produce ERUDITA. They did not know that the patterns functioned as a coded reporting system. The Foundation transformed their skill, trust and economic dependence into an instrument of repression.

Suspense Through Fragmented Information

The game delays complete understanding by distributing the evidence among six virtual characters and their Human Partners. During the individual levels, each story appears personal and incomplete. No player begins with the complete truth. Each possesses only enough information to form a suspicion. Every new document has the capacity to transform the meaning of something already discovered.

The suspense does not depend on hiding everything until the end. It depends on giving the players enough truth to recognise the danger while withholding the connections required to understand its full scale.

The individual levels — suspicion without certainty

The first stage isolates the Human Players within the perspective of their chosen virtual character. Each player receives a personal problem rather than an institutional explanation. The player must remain emotionally involved without confusing anticipation with evidence.

The pair encounters — when one fragment changes another

A document that seemed inconclusive in isolation becomes disturbing when compared with another player's evidence. A cultural report connects with a prison record. The pair converts private suspicion into shared tension.

The trio encounters — from evidence to consequence

The trio encounters intensify the drama because the question changes. The players are no longer concerned only with what happened; they begin to anticipate what the truth may require them to do. Suspense becomes ethical because the players can already see several possible futures, none of them without cost.

The final gathering — the end of not knowing

What had appeared to be separate family stories becomes one institutional pattern: the Foundation supported the production of ERUDITA lace; the lace carried coded accusations; the women producing it did not understand its function; relatives were reported, imprisoned, disappeared or killed; the Foundation later presented itself as the protector of the same heritage it had criminally exploited.

At this point the suspense is resolved, but the drama is not. Discovery produces a decision. The final gathering changes the role of the player from investigator to responsible decision-maker.

The Emotions Explored

Fear

Fear begins before the complete truth is known — whether they are accusing someone unjustly, whether their own family benefited from another's suffering.

Suspicion & doubt

Every fragment is incomplete. The Human Players must tolerate uncertainty while remaining open to evidence that may contradict the stories they have already formed.

Betrayal

The deepest betrayal lies in the Foundation's use of daughters and granddaughters to create coded accusations against their own relatives.

Guilt & shame

The game asks whether guilt can be inherited, whether benefit creates responsibility, and how people respond when family respectability rests on concealment.

Grief & anger

Anger arises not only from the original crime but from the Foundation's later transformation of that crime into cultural prestige.

Empathy

Pairs, trios and the final gathering oblige the Human Players to listen to positions that challenge their own.

Moral courage

Courage does not mean the absence of fear. It means refusing to obey every defensive story created by fear, loyalty or personal interest.

Why Suspense Is Necessary

ERUDITA uses suspense because the final decision would have little moral force if the criminal mechanism were explained immediately. The individual fragments create anticipation. The pair encounters create recognition. The trio encounters create moral conflict. The final gathering creates responsibility.

The suspense also reproduces the historical logic of the crime. The women producing ERUDITA did not know what the lace was being used to communicate. The Foundation maintained control by separating information and preventing people from seeing the whole pattern. The gameplay reverses that mechanism: it begins with separation and leads the Human Players towards connection.

Can ERUDITA be celebrated as cultural heritage without revealing that the women who created it were unknowingly used to report their own families?
What happens when the object a family preserved with pride is also the instrument that helped destroy it?

ERUDITA delays certainty, but not responsibility. Its suspense ends when the Human Players understand the system; its drama begins when they must decide what justice requires.

Exhibit C / 03 — What the Lace Is Owed

Values, Characters
& Cultural Heritage

Assessment of how the game story, character evidence, and encounter structure explore its principal values.

Overall assessment: the values are already present in the story, but they are not all covered with equal strength. Truth, responsibility, memory, and social justice are structurally embedded. Dignity, solidarity, courage, and integrity are also present, but they become fully visible only when the pair, trio, and final-gathering encounters require the Human Players to practice them.

EXH. 05ERUDITA Podcast, Ep. 04 — "The Unraveling"
01
Truth
Very strongly covered

No character carries the whole story. Sofia carries evidence of how the Esteves Foundation constructed its public legitimacy. Daniel carries the damaged transfer record and his father's unresolved disappearance. Marta carries the Foundation Funding Certificate. Rui carries suspicion and the consequences of silence. Isabel carries the memory of affected families. Tomás carries knowledge he uses selectively.

Truth emerges only when these fragments are connected. ERUDITA presents truth as a collective reconstruction, not a single hidden document. Daniel's document does not yet prove that the damaged code belongs to his father; Marta's certificate proves her family benefited, but not why. These limitations make the truth credible rather than simplistic.

02
Social Justice
Strongly covered

The Foundation's crime is not merely a historical secret. It produced victims and then excluded those victims from the official cultural narrative. The daughters and granddaughters produced ERUDITA lace believing they were preserving a tradition; in reality the patterns functioned as coded accusations against their own families. The women were not collaborators. They were used.

Social justice enters the game because the Human Players must decide whether the UNESCO nomination can proceed while concealing the manipulation of the lacemakers, the imprisonment or death of relatives, and the institutional hypocrisy of the Foundation.

03
Responsibility
Perhaps the strongest value

Sofia — responsibility for public legitimacy; her conflict is whether being deceived removes all responsibility. Daniel — responsibility towards the victim, pursuing justice without claiming more than the evidence proves. Marta — responsibility for inherited benefit, distinguishing personal guilt from responsibility for what her family received. Rui — responsibility for silence, and when fear stops excusing it. Isabel — responsibility for preserving excluded memory. Tomás — responsibility deliberately rejected, using delay and uncertainty as arguments for continued silence. The Human Players carry the final responsibility — the platform's answer belongs to the human, not the character.

04
Memory
Strongly covered

ERUDITA contains several forms of memory: official archive memory, damaged administrative memory, family memory, silence, public cultural memory, museum memory, and the Foundation's own constructed version of the past. The proposed UNESCO nomination is itself an act of memory — it will determine what future generations are told. The Human Players decide not only what happened, but what will officially be remembered.

05
Dignity
Present, must remain explicit

The strongest expression of dignity is the distinction between the lacemakers and the Foundation. The women who produced ERUDITA must never be presented as informants or collaborators — they were deceived. The final narrative must restore their position: they created the cultural object; the Foundation imposed the criminal code and appropriated the prestige; they bore the consequences without understanding the mechanism.

06
Courage
Present, needs a visible cost

Sofia must risk her reputation. Marta must investigate a truth that could damage her father's image. Rui must finally speak. Daniel must accept he may never receive complete proof. Isabel must bring family suffering into a narrative that excluded it. Without cost, courage becomes merely choosing the correct answer. With cost, it becomes a genuine value.

07
Solidarity
Supported by structure, not guaranteed

The individual stories cannot produce the full truth, which makes solidarity structurally necessary. Conversation alone does not automatically create it — the encounters must require players to listen to evidence that threatens their character and accept that no individual owns the truth.

08
Integrity
Well prepared, depends on evidence discipline

Integrity means refusing two opposite temptations: denying the pattern because one detail remains uncertain, and treating every suspicion as proven because the accusation feels convincing. The Human Players must distinguish what is proven, corroborated, probable, unresolved, and still to be investigated.

EXH. 06Peniche, 25 de Abril 1974 — the Carnation Revolution
EXH. 07Ines — a virtual character design study for ERUDITA

How Each Character Carries a Different Value Conflict

The values are not separate from the suspense

When players hold only fragments, the game tests integrity and patience.

When they meet in pairs, it tests listening and empathy.

When they meet in trios, it tests courage, fairness and tolerance for disagreement.

At the final gathering, it tests responsibility, solidarity and social justice.

The UNESCO decision tests all the values together.

What Still Needs Clearer Gameplay Expression

Reparation

The game asks whether the nomination should be supported, rejected, suspended, or transformed. It should also clarify what repairing the damage would mean: opening the Foundation archive, publicly naming verified victims, involving affected families in the nomination, correcting the museum narrative, and removing the Foundation from the heroic center of the heritage story.

The agency of the lacemakers

The daughters and granddaughters are central to the crime, but they risk remaining a collective described by others. Their dignity would be stronger if at least one testimony or document allowed the Human Players to understand what they believed they were producing and what it would mean for their descendants to discover the coded function.

Overall Judgement

The story already coherently covers the stated values. They are not artificially added educational themes; they arise directly from the criminal plot and from what each character carries. The strongest values are truth, responsibility, memory, and social justice. The values that depend most on the quality of the encounters are solidarity, courage, dignity, and integrity.

The deepest value conflict of ERUDITA is this: the Human Players must defend the dignity of the women and the cultural value of their work without protecting the institution that turned that work into a weapon.

How the Selected Cultural Heritage Is Embedded in the Game

Cultural heritage is not used as decoration or as a background for the investigation. It carries evidence, shapes the movement of the Human Players, creates the moral conflict and determines the final public decision.

Cultural heritage is therefore the mechanism of the story, the evidence of the crime, the territory of investigation and the object of the final ethical decision. ERUDITA does not ask the players to choose between heritage and justice. It asks whether heritage can remain meaningful unless justice becomes part of the way it is interpreted and safeguarded.

CASE FILED · REBOOT ERASMUS+ · 2026 · CLOSED

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Content Credit
The content of DU is based on conversations with Daniel Weiss (SEALS, PP5) conducted during the video shoot.
Source Material
ERUDITA: Values, Characters and Cultural Heritage · ERUDITA and the Architecture of Suspense · ERUDITA: The Drama of the Game.
Photography
Stills drawn from the DU_01 "The Reception" production — HeyGen-generated avatar footage of Captain Costa, Dra. Catarina Vas and Francisco Esteves, shot Fellini-style black-and-white.
Design
Case-file dossier treatment built for this document — evidentiary typography, torn-paper transitions and an original layout language, not a reused template.
REBOOT · Erasmus+ KA220-HED · Project No. 2025-1-CY01-KA220-HED-000351980 · ERUDITA: The Price of Silence